RevoluPowered / godot.pipeline-importers

godot unit testing for model files - to confirm importers can do their job properly
MIT License
1 stars 0 forks source link

Shark.blend - no working import path #1

Open RevoluPowered opened 4 years ago

RevoluPowered commented 4 years ago

Godot Version: 3.2.1 Import paths tested: FBX, GLTF2, Collada, ESCN.

Issues found:

julienduroure commented 4 years ago

Hello, some comments regarding glTF:

GLTF2: default bone settings from blender to GLTF2 do not work

By default, inherit rotation is checked and inherit scale is set to "FULL". Using this default, exporter should work correctly. If this is not the case, please open an issue. Not default values are not yet taken into account, a patch is under review

If someone want more information:

RevoluPowered commented 4 years ago

In the short term to workaround this issue with the GLTF2 importer, I can patch the FBX importer to resolve our mesh issues.

Blender animations work fine from FBX too, so this would be fine once mesh is sorted our, at our end.

We would / should fix this anyway, more importers which work here is better.

RevoluPowered commented 4 years ago

FBX mesh issue (prob Godot side; will know in a bit)

I dug into this over the weekend this is because the skinning algorithm is causing faces in some cases to be invisible, but also the mesh itself is fine, removing skin and disabling the skeleton shows a non-broken mesh